/*******************************************************************************
 ** Name: ObjFactory.cpp                                                      **
 ** Description:                                                              **
 **                                                                           **
 ** Open Source Initiative (OSI) Approved License                             **
 **                                                                           **
 **  Copyright (c) 2009-2010 Barry "Gian" James  <bjames@munixos.net>         **
 **  All rights reserved.                                                     **
 **                                                                           **
 **  Redistribution and use in source and binary forms, with or without       **
 **  modification, are permitted provided that the following conditions are   **
 **  met:                                                                     **
 **                                                                           **
 **  * Redistributions of source code must retain the above copyright notice, **
 **    this list of conditions and the following disclaimer.                  **
 **  * Redistributions in binary form must reproduce the above copyright      **
 **    notice, this list of conditions and the following disclaimer in the    **
 **    documentation and/or other materials provided with the distribution.   **
 **                                                                           **
 **  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS      **
 ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED **
 ** TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A           **
 ** PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT        **
 ** HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,    **
 ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED  **
 ** TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR    **
 ** PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF    **
 ** LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING      **
 ** NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS        **
 ** SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.              **
 **                                                                           **
 ******************************************************************************/
// Created on March 28, 2010, 5:24 AM
// Modified $Date$ by $Author$
#define  objfactory_cpp_ID    "$Id$"

#include "objfactory.hpp"
#include "object.hpp"
#include "container.hpp"
#include "weapon.hpp"
#include "character.hpp"
#include "item.hpp"
#include "npc.hpp"
#include "magic.hpp"
#include "world.hpp"


unsigned long
ObjFactory::objmem = 0;

WorldObject *
ObjFactory::CreateObject(OType t, std::string n)
{
    WorldObject * newobj;
    switch(t)
    {
    case OType::Client:
    	newobj = new Client(n);
    	break;
    case OType::RangedWeapon:
        newobj = new RangedWeapon(n);
        break;
    case OType::MeleeWeapon:
        newobj = new MeleeWeapon(n);
        break;
    case OType::Container:
        newobj = new Container(n);
        break;
    case OType::Character:
        newobj = new Character();
        break;
    case OType::Door:
        newobj = new Door(n);
        break;
     case OType::Item:
        newobj = new Item(n);
        break;
    case OType::NPC:
        newobj = new NPC(n);
        break;
    case OType::Poltice:
        newobj = new Poltice(n);
        break;
    case OType::Potion:
        newobj = new Potion(n);
        break;
    case OType::Herb:
        newobj = new Herb(n);
        break;
    case OType::Spell:
        newobj = new Spell(n);
        break;
    case OType::Area:
        newobj = new Area(n);
        break;
    case OType::Setting:
        newobj = new Setting(n);
        break;
    case OType::Unknown:
    default:
        newobj = NULL;
    }
    return newobj;
}

void
ObjFactory::Dispose(WorldObject * o, OType t)
{

}



ObjFactory::ObjFactory()
{

}

ObjFactory::ObjFactory(const ObjFactory& orig)
{

}

ObjFactory::~ObjFactory()
{

}

